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I noticed a pretty neat graphical touch there - check out the fourth picture down on the left side (with the big tower building on the left).Can you see what I'm talking about? ;)

>I noticed a pretty neat graphical touch there - check out the>fourth picture down on the left side (with the big tower>building on the left).>>Can you see what I'm talking about? ;) It wouldn't be the shadows on the tailboom, would it?...

Rick

>>I noticed a pretty neat graphical touch there - check out>the>>fourth picture down on the left side (with the big tower>>building on the left).>>>>Can you see what I'm talking about? ;) >>It wouldn't be the shadows on the tailboom, would it?...>Nah I reckon its the sun glint off the shiny bits of the buildings :)Look at the one with the Police helicopter for glass reflections :)Cheers n beersIan

Looks like photo-real scenery near the I-5/I-90 interchange in the Seattle Waterfront shot. kkbelos link above.

That's right - apparently building textures can now have some kind of alpha layer which tells the game engine which parts of the texture reflect light .. You can see how one of the windows on the skyscraper is reflecting the sun, and how the others around it are brighter than those further down.A very neat touch (assuming it really DOES take into count the direction of the sun and the angle of the windows, instead of simply "reflecting something" for the heck of it), even if it has zero impact on flying.

<>Trust me, there's way, way more to it than that!

So, when are scenery designers going to start getting info on the SDK to take advantage of some of these new features? It'd be nice to begin incorporating enhancements into future products so they'll be ready shortly after release. I have a ton of new GMAX buildings I want to put into the next version of my product. Any hints as to what I should emphasize in them to enhance the eye candy?Should we begin going for higher (than 4.8 m/p) resolution aerial shots as the source for our photoreal textures? What types of autogen limits should we aim for? I've always exceeded those in the past in anticipation of the next version but it gets frustrating adding 500 houses in an autogen file and only seeing a portion show up. It'd be nice to know at least a direction.This isn't criticism by the way. I love your products. It's merely a request.Art Martin

Thanks for that, Mike.I couldn't quite see in the released screenshots how complex the building texturing was (naturally I assumed it would be identical to aircraft, but what's shown in the screenshots I can almost achieve in FS9, so I'm glad to get some form of confirmation).If I may ask bluntly: Will we be able to write our own dx shaders and drag them over surfaces, or will the shaders be hardcoded? I would love to see glass refractions, or even be able to manipulate terrain textures - ie creating multitextured grass strips looking like the grass in the race sim rFactor. You guys can't do it all, so some freedom for 3rd party designers would be highly appriciated!Cheers,Christian

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